mirror of
https://github.com/mod-playerbots/azerothcore-wotlk.git
synced 2026-01-13 17:19:07 +00:00
557 lines
17 KiB
C++
557 lines
17 KiB
C++
/*
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* This file is part of the AzerothCore Project. See AUTHORS file for Copyright information
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*
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* This program is free software; you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation; either version 2 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful, but WITHOUT
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* ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
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* FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for
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* more details.
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*
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* You should have received a copy of the GNU General Public License along
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* with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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#include "CreatureAI.h"
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#include "AreaBoundary.h"
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#include "Creature.h"
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#include "CreatureAIImpl.h"
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#include "CreatureGroups.h"
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#include "CreatureTextMgr.h"
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#include "GameObjectAI.h"
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#include "Log.h"
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#include "MapReference.h"
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#include "Player.h"
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#include "ScriptMgr.h"
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#include "TemporarySummon.h"
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#include "World.h"
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#include "Vehicle.h"
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#include "ZoneScript.h"
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#include <functional>
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//Disable CreatureAI when charmed
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void CreatureAI::OnCharmed(bool /*apply*/)
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{
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//me->IsAIEnabled = !apply;*/
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me->NeedChangeAI = true;
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me->IsAIEnabled = false;
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}
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AISpellInfoType* UnitAI::AISpellInfo;
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AISpellInfoType* GetAISpellInfo(uint32 i) { return &CreatureAI::AISpellInfo[i]; }
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/**
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* @brief Causes the creature to talk/say the text assigned to their entry in the `creature_text` database table.
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*
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* @param uint8 id Text ID from `creature_text`.
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* @param WorldObject target The target of the speech, in case it has elements such as $n, where the target's name will be referrenced.
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* @param Milliseconds delay Delay until the creature says the text line. Creatures will talk immediately by default.
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*/
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void CreatureAI::Talk(uint8 id, WorldObject const* target /*= nullptr*/, Milliseconds delay /*= 0ms*/)
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{
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if (delay > 0ms)
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{
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ObjectGuid targetGuid;
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if (target)
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targetGuid = target->GetGUID();
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me->m_Events.AddEventAtOffset([this, id, targetGuid]()
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{
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// Target can be nullptr here, it will be handled inside the function.
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sCreatureTextMgr->SendChat(me, id, ObjectAccessor::GetUnit(*me, targetGuid));
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}, delay);
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}
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else
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sCreatureTextMgr->SendChat(me, id, target);
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}
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/**
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* @brief Returns the summoner creature/object, if the creature is a temporary summon.
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*/
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WorldObject* CreatureAI::GetSummoner() const
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{
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if (TempSummon* summon = me->ToTempSummon())
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return summon->GetSummoner();
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return nullptr;
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}
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inline bool IsValidCombatTarget(Creature* source, Player* target)
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{
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if (target->IsGameMaster())
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return false;
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if (!source->IsInWorld() || !target->IsInWorld())
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return false;
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if (!source->IsAlive() || !target->IsAlive())
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return false;
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if (!source->InSamePhase(target))
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return false;
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if (source->IsInFlight() || target->IsInFlight())
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return false;
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return true;
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}
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void CreatureAI::DoZoneInCombat(Creature* creature /*= nullptr*/, float maxRangeToNearestTarget /*= 250.0f*/)
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{
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if (!creature)
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{
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creature = me;
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}
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if (creature->IsInEvadeMode())
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{
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return;
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}
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Map* map = creature->GetMap();
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if (!map->IsDungeon()) //use IsDungeon instead of Instanceable, in case battlegrounds will be instantiated
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{
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LOG_ERROR("entities.unit.ai", "DoZoneInCombat call for map {} that isn't a dungeon (creature entry = {})", map->GetId(), creature->IsCreature() ? creature->ToCreature()->GetEntry() : 0);
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return;
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}
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Map::PlayerList const& playerList = map->GetPlayers();
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if (playerList.IsEmpty())
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{
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return;
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}
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for (Map::PlayerList::const_iterator itr = playerList.begin(); itr != playerList.end(); ++itr)
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{
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if (Player* player = itr->GetSource())
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{
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if (!IsValidCombatTarget(creature, player))
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{
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continue;
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}
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if (!creature->IsWithinDistInMap(player, maxRangeToNearestTarget))
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{
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continue;
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}
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creature->SetInCombatWith(player);
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player->SetInCombatWith(creature);
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if (creature->CanHaveThreatList())
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{
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creature->AddThreat(player, 0.0f);
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}
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}
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}
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}
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// scripts does not take care about MoveInLineOfSight loops
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// MoveInLineOfSight can be called inside another MoveInLineOfSight and cause stack overflow
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void CreatureAI::MoveInLineOfSight_Safe(Unit* who)
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{
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if (m_MoveInLineOfSight_locked)
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{
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return;
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}
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m_MoveInLineOfSight_locked = true;
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MoveInLineOfSight(who);
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m_MoveInLineOfSight_locked = false;
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}
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void CreatureAI::MoveInLineOfSight(Unit* who)
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{
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if (me->IsEngaged())
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return;
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// pussywizard: civilian, non-combat pet or any other NOT HOSTILE TO ANYONE (!)
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if (me->IsMoveInLineOfSightDisabled())
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if (me->GetCreatureType() == CREATURE_TYPE_NON_COMBAT_PET || // nothing more to do, return
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!who->IsInCombat() || // if not in combat, nothing more to do
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!me->IsWithinDist(who, ATTACK_DISTANCE, true, false, false)) // if in combat and in dist - neutral to all can actually assist other creatures
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return;
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if (me->HasReactState(REACT_AGGRESSIVE) && me->CanStartAttack(who))
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AttackStart(who);
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}
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// Distract creature, if player gets too close while stealthed/prowling
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void CreatureAI::TriggerAlert(Unit const* who) const
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{
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// If there's no target, or target isn't a player do nothing
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if (!who || !who->IsPlayer())
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return;
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// If this unit isn't an NPC, is already distracted, is in combat, is confused, stunned or fleeing, do nothing
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if (!me->IsCreature() || me->IsEngaged() || me->HasUnitState(UNIT_STATE_CONFUSED | UNIT_STATE_STUNNED | UNIT_STATE_FLEEING | UNIT_STATE_DISTRACTED))
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return;
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// Only alert for hostiles!
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if (me->IsCivilian() || me->HasReactState(REACT_PASSIVE) || !me->IsHostileTo(who) || !me->_IsTargetAcceptable(who))
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return;
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// Only alert if target is within line of sight
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if (!me->IsWithinLOSInMap(who))
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return;
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// Send alert sound (if any) for this creature
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me->SendAIReaction(AI_REACTION_ALERT);
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// Face the unit (stealthed player) and set distracted state for 5 seconds
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me->SetFacingTo(me->GetAngle(who->GetPositionX(), who->GetPositionY()));
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me->StopMoving();
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me->GetMotionMaster()->MoveDistract(5 * IN_MILLISECONDS);
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}
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void CreatureAI::EnterEvadeMode(EvadeReason why)
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{
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if (!_EnterEvadeMode(why))
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return;
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LOG_DEBUG("entities.unit", "Creature {} enters evade mode.", me->GetEntry());
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if (!me->GetVehicle()) // otherwise me will be in evade mode forever
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{
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if (Unit* owner = me->GetCharmerOrOwner())
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{
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me->GetMotionMaster()->Clear(false);
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me->GetMotionMaster()->MoveFollow(owner, PET_FOLLOW_DIST, me->GetFollowAngle(), MOTION_SLOT_ACTIVE);
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}
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else
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{
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// Required to prevent attacking creatures that are evading and cause them to reenter combat
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// Does not apply to MoveFollow
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me->AddUnitState(UNIT_STATE_EVADE);
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me->GetMotionMaster()->MoveTargetedHome();
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}
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}
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Reset();
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if (me->IsVehicle()) // use the same sequence of addtoworld, aireset may remove all summons!
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{
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me->GetVehicleKit()->Reset(true);
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}
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sScriptMgr->OnUnitEnterEvadeMode(me, why);
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// despawn bosses at reset - only verified tbc/woltk bosses with this reset type
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CreatureTemplate const* cInfo = sObjectMgr->GetCreatureTemplate(me->GetEntry());
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if (cInfo && cInfo->HasFlagsExtra(CREATURE_FLAG_EXTRA_HARD_RESET))
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{
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me->DespawnOnEvade();
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}
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}
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/*void CreatureAI::AttackedBy(Unit* attacker)
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{
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if (!me->GetVictim())
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AttackStart(attacker);
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}*/
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void CreatureAI::SetGazeOn(Unit* target)
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{
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if (me->IsValidAttackTarget(target))
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{
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AttackStart(target);
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me->SetReactState(REACT_PASSIVE);
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}
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}
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bool CreatureAI::UpdateVictimWithGaze()
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{
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if (!me->IsEngaged())
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return false;
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if (me->HasReactState(REACT_PASSIVE))
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{
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if (me->GetVictim())
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return true;
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else
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me->SetReactState(REACT_AGGRESSIVE);
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}
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if (Unit* victim = me->SelectVictim())
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AttackStart(victim);
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return me->GetVictim();
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}
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bool CreatureAI::UpdateVictim()
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{
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if (!me->IsEngaged())
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return false;
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if (!me->HasReactState(REACT_PASSIVE))
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{
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if (Unit* victim = me->SelectVictim())
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AttackStart(victim);
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return me->GetVictim();
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}
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// xinef: if we have any victim, just return true
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else if (me->GetVictim() && me->GetExactDist(me->GetVictim()) < 30.0f)
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return true;
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else if (me->GetThreatMgr().isThreatListEmpty())
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{
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EnterEvadeMode();
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return false;
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}
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return true;
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}
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bool CreatureAI::_EnterEvadeMode(EvadeReason /*why*/)
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{
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if (!me->IsAlive())
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{
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return false;
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}
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// don't remove vehicle auras, passengers aren't supposed to drop off the vehicle
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// don't remove clone caster on evade (to be verified)
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me->RemoveEvadeAuras();
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me->ClearComboPointHolders(); // Remove all combo points targeting this unit
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// sometimes bosses stuck in combat?
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me->GetThreatMgr().ClearAllThreat();
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me->CombatStop(true);
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me->LoadCreaturesAddon(true);
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me->SetLootRecipient(nullptr);
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me->ResetPlayerDamageReq();
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me->ClearLastLeashExtensionTimePtr();
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me->SetCannotReachTarget();
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if (ZoneScript* zoneScript = me->GetZoneScript() ? me->GetZoneScript() : (ZoneScript*)me->GetInstanceScript())
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zoneScript->OnCreatureEvade(me);
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if (me->IsInEvadeMode())
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{
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return false;
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}
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else if (CreatureGroup* formation = me->GetFormation())
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{
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formation->MemberEvaded(me);
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}
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if (TempSummon* summon = me->ToTempSummon())
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{
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if (WorldObject* summoner = summon->GetSummoner())
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{
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if (summoner->ToCreature() && summoner->ToCreature()->IsAIEnabled)
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{
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summoner->ToCreature()->AI()->SummonedCreatureEvade(me);
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}
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else if (summoner->ToGameObject() && summoner->ToGameObject()->AI())
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{
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summoner->ToGameObject()->AI()->SummonedCreatureEvade(me);
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}
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}
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}
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return true;
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}
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void CreatureAI::MoveCircleChecks()
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{
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Unit *victim = me->GetVictim();
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if (
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!victim ||
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!me->IsFreeToMove() || me->HasUnitMovementFlag(MOVEMENTFLAG_ROOT) ||
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!me->IsWithinMeleeRange(victim) || me == victim->GetVictim()
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)
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{
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return;
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}
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/**
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* optimization, disable circling movement for NPC vs NPC combat
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*/
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if (!sWorld->getBoolConfig(CONFIG_CREATURE_REPOSITION_AGAINST_NPCS) && !victim->IsPlayer() && !victim->IsPet())
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return;
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me->GetMotionMaster()->MoveCircleTarget(me->GetVictim());
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}
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void CreatureAI::MoveBackwardsChecks()
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{
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Unit *victim = me->GetVictim();
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if (!victim || !me->IsFreeToMove() || me->HasUnitMovementFlag(MOVEMENTFLAG_ROOT))
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return;
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/**
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* optimization, disable backwards movement for NPC vs NPC combat
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*/
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if (!sWorld->getBoolConfig(CONFIG_CREATURE_REPOSITION_AGAINST_NPCS) && !victim->IsPlayer() && !victim->IsPet())
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{
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return;
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}
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float moveDist = me->GetMeleeRange(victim) / 2;
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me->GetMotionMaster()->MoveBackwards(victim, moveDist);
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}
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int32 CreatureAI::VisualizeBoundary(uint32 duration, Unit* owner, bool fill, bool checkZ) const
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{
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static constexpr float BOUNDARY_STEP = 5.0f;
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static constexpr uint32 BOUNDARY_VISUALIZE_CREATURE = 21659; // Floaty Flavor Eye
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static constexpr float BOUNDARY_VISUALIZE_CREATURE_SCALE = 0.25f;
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static constexpr uint32 BOUNDARY_MAX_SPAWNS = 8000;
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static constexpr float BOUNDARY_MAX_DISTANCE = MAX_SEARCHER_DISTANCE;
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float boundaryStep = fill && checkZ ? BOUNDARY_STEP * 2 : BOUNDARY_STEP;
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Position const boundaryDirections[6] = {
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{boundaryStep, 0, 0 },
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{-boundaryStep, 0, 0 },
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{0, boundaryStep, 0 },
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{0, -boundaryStep, 0 },
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{0, 0, boundaryStep },
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{0, 0, -boundaryStep}
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};
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if (!owner)
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return -1;
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if (!_boundary || _boundary->empty())
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return LANG_CREATURE_MOVEMENT_NOT_BOUNDED;
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Position startPosition = owner->GetPosition();
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if (!IsInBoundary(&startPosition)) // fall back to creature position
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{
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startPosition = me->GetPosition();
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if (!IsInBoundary(&startPosition)) // fall back to creature home position
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{
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startPosition = me->GetHomePosition();
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if (!IsInBoundary(&startPosition))
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return LANG_CREATURE_NO_INTERIOR_POINT_FOUND;
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}
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}
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// Helper to spawn visualization creature
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auto spawnVisualizationCreature = [owner, duration, checkZ](Position const& pos)
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{
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if (TempSummon* summon =
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owner->SummonCreature(BOUNDARY_VISUALIZE_CREATURE, pos, TEMPSUMMON_TIMED_DESPAWN, duration))
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{
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summon->SetObjectScale(BOUNDARY_VISUALIZE_CREATURE_SCALE);
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summon->SetUnitFlag(UNIT_FLAG_STUNNED);
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summon->SetImmuneToAll(true);
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summon->SetUnitFlag(UNIT_FLAG_NON_ATTACKABLE_2);
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if (!checkZ)
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summon->SetDisableGravity(false);
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}
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};
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struct PositionHash
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{
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std::size_t operator()(Position const& pos) const
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{
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// Convert to fixed precision coordinates.
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// We lose precision here, but we don't care about the exact position
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int32 x = int32(pos.m_positionX);
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int32 y = int32(pos.m_positionY);
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int32 z = int32(pos.m_positionZ);
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return std::hash<int32_t>()(x) ^ std::hash<int32_t>()(y) ^ std::hash<int32_t>()(z);
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}
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};
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std::unordered_set<Position, PositionHash> visited;
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std::queue<Position> queue;
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queue.push(startPosition);
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visited.insert(startPosition);
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uint8 maxDirections = checkZ ? 6 : 4;
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uint32 spawns = 0;
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while (!queue.empty())
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{
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Position currentPosition = queue.front();
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queue.pop();
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for (uint8 i = 0; i < maxDirections; ++i)
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{
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Position const& direction = boundaryDirections[i];
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Position nextPosition = currentPosition;
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nextPosition.RelocateOffset(direction);
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if (startPosition.GetExactDist(&nextPosition) > BOUNDARY_MAX_DISTANCE)
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break;
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if (visited.find(nextPosition) != visited.end())
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continue; // already visited
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visited.insert(nextPosition);
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bool isInBoundary = IsInBoundary(&nextPosition);
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if ((isInBoundary && fill) || !isInBoundary)
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{
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spawnVisualizationCreature(currentPosition);
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++spawns;
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if (spawns > BOUNDARY_MAX_SPAWNS)
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return LANG_CREATURE_MOVEMENT_MAYBE_UNBOUNDED;
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}
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if (isInBoundary)
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queue.push(nextPosition); // continue visiting
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}
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}
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return 0;
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}
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bool CreatureAI::IsInBoundary(Position const* who) const
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{
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if (!_boundary)
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return true;
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if (!who)
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who = me;
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return (CreatureAI::IsInBounds(*_boundary, who) != _negateBoundary);
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}
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bool CreatureAI::IsInBounds(CreatureBoundary const& boundary, Position const* pos)
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{
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for (AreaBoundary const* areaBoundary : boundary)
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if (!areaBoundary->IsWithinBoundary(pos))
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return false;
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return true;
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}
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bool CreatureAI::CheckInRoom()
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{
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if (IsInBoundary())
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|
return true;
|
|
else
|
|
{
|
|
EnterEvadeMode(EVADE_REASON_BOUNDARY);
|
|
return false;
|
|
}
|
|
}
|
|
|
|
void CreatureAI::SetBoundary(CreatureBoundary const* boundary, bool negateBoundaries /*= false*/)
|
|
{
|
|
_boundary = boundary;
|
|
_negateBoundary = negateBoundaries;
|
|
me->DoImmediateBoundaryCheck();
|
|
}
|
|
|
|
Creature* CreatureAI::DoSummon(uint32 entry, const Position& pos, uint32 despawnTime, TempSummonType summonType)
|
|
{
|
|
return me->SummonCreature(entry, pos, summonType, despawnTime);
|
|
}
|
|
|
|
Creature* CreatureAI::DoSummon(uint32 entry, WorldObject* obj, float radius, uint32 despawnTime, TempSummonType summonType)
|
|
{
|
|
Position pos = obj->GetRandomNearPosition(radius);
|
|
return me->SummonCreature(entry, pos, summonType, despawnTime);
|
|
}
|
|
|
|
Creature* CreatureAI::DoSummonFlyer(uint32 entry, WorldObject* obj, float flightZ, float radius, uint32 despawnTime, TempSummonType summonType)
|
|
{
|
|
Position pos = obj->GetRandomNearPosition(radius);
|
|
pos.m_positionZ += flightZ;
|
|
return me->SummonCreature(entry, pos, summonType, despawnTime);
|
|
}
|